LootLocker Unreal Server SDK 6.7.1
Server-side backend SDK for Unreal Engine
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FLootLockerServerAlterPlayerInventoryItem Struct Reference

An item instance granted via Alter Player Inventory. More...

#include <LootLockerServerPlayerInventoryRequest.h>

Collaboration diagram for FLootLockerServerAlterPlayerInventoryItem:

Data Fields

int Instance_id = 0
 The instance id of the granted inventory item.
 
FString Ulid = ""
 The ULID of the granted inventory item.
 
FString Variation_id = ""
 Optional: The variation id of the granted item.
 
FString Rental_option_id = ""
 Optional: The rental option id of the granted item.
 
int Quantity = 0
 The quantity granted.
 
FLootLockerServerAsset Asset
 The asset definition for the granted item.
 

Detailed Description

An item instance granted via Alter Player Inventory.

Field Documentation

◆ Asset

FLootLockerServerAsset FLootLockerServerAlterPlayerInventoryItem::Asset

The asset definition for the granted item.

◆ Instance_id

int FLootLockerServerAlterPlayerInventoryItem::Instance_id = 0

The instance id of the granted inventory item.

◆ Quantity

int FLootLockerServerAlterPlayerInventoryItem::Quantity = 0

The quantity granted.

◆ Rental_option_id

FString FLootLockerServerAlterPlayerInventoryItem::Rental_option_id = ""

Optional: The rental option id of the granted item.

This variable is optional meaning it may or may not exist, which is why it's a string. To get the value from it you should first check if it is valid (for example using .IsNumeric() and then get the value from it (for example using FCString::Atoi)

◆ Ulid

FString FLootLockerServerAlterPlayerInventoryItem::Ulid = ""

The ULID of the granted inventory item.

◆ Variation_id

FString FLootLockerServerAlterPlayerInventoryItem::Variation_id = ""

Optional: The variation id of the granted item.

This variable is optional meaning it may or may not exist, which is why it's a string. To get the value from it you should first check if it is valid (for example using .IsNumeric() and then get the value from it (for example using FCString::Atoi)